7DArrrL – Day 2

End of the second day, and I’ve got basic sailing physics and key interface elements done.

The key parts of the physics engine I’ve pulled out of my old game Super Hover Blast, but I had to add a lot of extra stuff to that to effectively simulate sailing. The way the system works is that you have two types of sails – Square-rigged and Fore ‘n’ Aft. Square-rigged sails are faster provided you’re sailing with the wind behind you, but are pretty much useless if it isn’t. Fore ‘n’ Aft sails are slower in general, but allow you to sail closer to the wind. Implementing that was a whole lot of vectory fun, but it seems to work quite well now it’s in. Still, I’m starting to wish I’d stuck with a nice grid-based roguelike so that I didn’t have to worry about physics at all.

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Welcome!

This is the community blog for the Seven-Day Roguelike (7DRL) Challenge. Here you can share your plans, updates on progress (or lack of progress), helpful algorithms, screenshots of your game, and other 7DRL-related content!

This year’s challenge will run from Saturday 4th through Sunday 12th of March 2017. You can choose any 168-hour window within this period to develop your roguelike.